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General Tabletop Discussion
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How to run a small, shifting maze
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<blockquote data-quote="DeviousQuail" data-source="post: 8513781" data-attributes="member: 7025431"><p>Perhaps you can take a choose-your-own-adventure approach. It's less about the map of the maze and more about mapping between points of interest. As players explore they come upon these points that can branch off to other points. For instance The Fountain has paths that lead to the Row of Doors, Angry Goose Pond, and Sundial. Each of these new points of interest may or may not have a direct path back to The Fountain. You can describe the twists and turns, how the maze seems to rearrange itself, and how the player's sense of direction keeps getting thrown off, but you don't have to actually draw the maze.</p><p></p><p>To get to the center or end point of the maze you might need to gate a few paths. Perhaps the Sundial has a path that exits the maze but it requires tools and a missing part to fix the sundial first. Those things are found in other parts of the maze. This ensures the players have to hit at least a few points in the maze and don't accidently get to the end super fast.</p><p></p><p>Not every point in the maze needs to be interesting or required for exiting. Having dead ends, avoidable combat encounters, or scenic diversions interspersed in the maze will give it a nice feel.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 8513781, member: 7025431"] Perhaps you can take a choose-your-own-adventure approach. It's less about the map of the maze and more about mapping between points of interest. As players explore they come upon these points that can branch off to other points. For instance The Fountain has paths that lead to the Row of Doors, Angry Goose Pond, and Sundial. Each of these new points of interest may or may not have a direct path back to The Fountain. You can describe the twists and turns, how the maze seems to rearrange itself, and how the player's sense of direction keeps getting thrown off, but you don't have to actually draw the maze. To get to the center or end point of the maze you might need to gate a few paths. Perhaps the Sundial has a path that exits the maze but it requires tools and a missing part to fix the sundial first. Those things are found in other parts of the maze. This ensures the players have to hit at least a few points in the maze and don't accidently get to the end super fast. Not every point in the maze needs to be interesting or required for exiting. Having dead ends, avoidable combat encounters, or scenic diversions interspersed in the maze will give it a nice feel. [/QUOTE]
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How to run a small, shifting maze
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